text: #include "/d/shadow/room/city/melnmarn.h"
  inherit ROOM;
  
  void create() {
    ::create();
     set_property("no teleport",1);
      set_properties((["light":0, "indoors":1]));
      set("short", "Pennor's General Store Storage Room");
      set("long", "Only supplies and such here.\n");
      set_exits( (["up" : ROOMDIR+"armor"]) );
  }
  
  void reset() {
  
  ::reset();
  if(!present("chain"))
   new(ARMORDIR+"chain")->move(this_object()); 
  if(!present("banded"))
   new(ARMORDIR+"banded")->move(this_object()); 
  if(!present("scale"))
   new(ARMORDIR+"scale")->move(this_object()); 
  if(!present("bronze"))
   new(ARMORDIR+"bronze")->move(this_object()); 
  if(!present("plate"))
   new(ARMORDIR+"plate")->move(this_object()); 
  if(!present("ring"))
   new(ARMORDIR+"ring")->move(this_object()); 
  if(!present("padded"))
   new(ARMORDIR+"padded")->move(this_object()); 
  if(!present("helm"))
   new(ARMORDIR+"helm")->move(this_object()); 
  if(!present("shield"))
   new(ARMORDIR+"shield")->move(this_object()); 
  if(!present("buckler"))
   new(ARMORDIR+"buckler")->move(this_object()); 
  if(!present("sshield"))
   new(ARMORDIR+"sshield")->move(this_object()); 
  if(!present("mshield"))
   new(ARMORDIR+"mshield")->move(this_object()); 
  if(!present("leather"))
   new(ARMORDIR+"leather")->move(this_object()); 
  if(!present("fullplate"))
   new(ARMORDIR+"fullplate")->move(this_object()); 
  if(!present("robe"))
   new(ARMORDIR+"robe")->move(this_object()); 
  
  }
  
  